Magic: Particle Magic
Usage: (I want it as a secondary magic)
Caster or Holder: Caster
Description: The big brother of the legendary Crash, this brand of magic revolves around the manipulation of matter particles by using magical energy, particularly at a particle and structural scale. It does not revolve around using force to break matter apart or power to restructure matter, but is instead more on directly affecting the structural properties of the matter in one’s surroundings. Thus a very experienced and powerful user of this magic is able to break and reform the molecular bonds between matter, strengthen or weaken the toughness of inanimate matter, cause injuries through deliberately imperfect disassembly and reconstruction, crack the air with a fist, use matter-obliteration spells such as Crash and they have the ability to divide the particles of both spells and matter, hence destroying the said target. A user of this magic has to notably be close to the target at hand, at most two meters away, before their magic could be even effective. It is also most effective on inanimate objects and can only work slightly on living things. The names of this magic’s spells are usually single-worded and are very simple, such as Crash, Crush or Assimilate.
Strengths: -It is a very versatile piece of magic, as it can be used in any sort of surroundings minus an absolute vacuum and the way a person can use the particles controlled number in the hundreds, hence it not only has a diverse utility, but a certain amount of unpredictability.
-It has a great amount of close-combat proficiency, with its user expected to excel in close-combat fights.
-It is notable to be able to affect magic particles, thus giving it Anti-Magic capabilities.
-As the user of this magic will have large control on the particles of his or her own body, the bonds between them are much stronger than an average human, giving a user heavily added durability and muscular strength, both in the increase of 100%, to the point that these physical traits usually dwarf someone of the same rank as them.
-A Particle mage is effective against any element minus the nothingness of darkness, for all the other elements possess particles. What determines whether a mage can deflect fast elements such as light however would be their own reaction speed.
Weaknesses: -As its original creators have deemed its power too immense and far too violent, Particle Magic is handicapped to have little effect on animate matter, such as cells or DNA.
-When in use of this magic, the user, much like the canon Gildarts, is forced to remain in one place and stay stationary. It is possible to still move, but the speed of the user will receive a 30% reduction.
-This magic lacks much distance spells and can only be used if the user is maximally 2 metre away from the target.
-It has a very high amount of energy usage and hence it is expected that a D-rank user can only use a Particle Spell 6 times before they become exhausted.
-If used too much, Particle can go berserk. If such an event happens, the mage will be disintegrated and everything in a 100-metre radius is taken with them as well.
-The main opponents for this magic are Summoners, for the Particle mage will be at a disadvantage against the animate summons of the Summoner.
-Another major opponent is Darkness Users, for the void of darkness contains no particles and is thus impervious to the magic’s manipulation.
Abilities: -A Particle User can create some of the physically strongest weapons with their particle manipulation. What they create as a weapon with their magic is not expected to break no matter how strong the stress, unless the spell they are up against is notably Anti-Magic, such as Wave.
-Physical durability and strength are massively enhanced due to fine control of the user’s body when the Magic is in use. Durability is increased by 100%, allowing a D-rank user to be able to take B-rank spells without fainting as expected. Strength is increased by 100%, meaning a D-rank user can now lift up to 300 kg of mass, the equivalent of a large log and 5 normal men.
-User’s speed is noted to be much slower when the magic is in effect.
-Particle Density – Active Power
Every time the magic is in use, this ability comes into play and affects the user’s skin. Along with the already massive durability of the user, the mage’s body is granted additional magical and physical resistance as his particles grow denser due to his magic being in action. The percentages below are how much the damage will be reduced if the spell or attack hits.
At Rank D:
Normal Physical Attacks – 30%
Rank D- 20%
Rank C- 10%
Rank B+: None
These numbers increase by 10% each per rank.
Spells:- D-rank:
Name: Crash - Matter
Rank: D
Type: Matter/ Close-Combat/ Anti-Unit
Description:
When using this spell, the user can extend out his arm towards his target and with an open palm aiming at it, manipulate the particles of the target if it is inanimate matter, hence allowing the user to crudely disassemble the target. This imperfect and imprecise disassembly has the deliberate side-effect of outright causing the target aimed at to be obliterated outright, broken up so haphazardly that the molecular energy released from the breaking of the particle bonds erupts out from the matter in a chaotic fashion, thus pressing and destroying the target more and more, resulting in the obliteration of the target. Against an animate object, this spell does not have the ability to completely obliterate it but it has the ability to cause several light cuts to spontaneously rip across the target’s body, barely enough to kill, but enough to cause a large amount of pain. Furthermore the force of an inanimate object exploding is enough to count as an attack if it is two-meters from the opponent, with the force being strong enough to simulate a D-rank impact.
A single target can be targeted with each hand and both hands can be used together to amplify the power and effect of the spell by 50%, as well as boosting the spell’s range to three-metres.
As of now, at this rank, this magic has only enough proficiency to affect physical matter and still cannot affect purely magical spells. However if the attacking spell is made out of physical matter such as Ice Make or Summons, then the spell is capable to obliterating it.
Strengths:
-It has a large amount of close-combat capabilities and will probably be one of the user’s most useful spells.
-It has a very high effect against weapons, being capable of breaking apart Strong(+) weapons or lower.
-Crash has more than just the ability to destroy opposing objects. If used right, it can have adequate utility, such as softening of the ground to form a cushion or the ability to crack the air for an miniature D-rank explosion.
Weaknesses:
-Its effect is not complete on animate objects and is completely ineffectual against spells that use pure magical energy or elements that do not rely on physical matter such as fire, light and darkness.
-When against C-rank spells, Crash cannot work fast enough to destroy them, thus it will only lighten the damage by 20% and cannot cancel out the attack. At B-rank and above, this spell has no effect. This weakness assumes that said opposing spell is vulnerable to Crash in the first place.
-It has a limited number of uses(2 per cooldown) and thus it relies on the user’s own durability to handle opposing attacks.
-Like all Particle Spells, this spell only works if the target is at most 2 metres away from the user’s palm.
-Cooldown: 3 posts.
((I wasn't sure if I had to make all of the spells, or just the D-ranked one))